## Drider *Large monstrosity, chaotic evil* **Armor Class** 19 (natural armor) **Hit Points** 123 (13d10+52) **Speed** 30 ft., climb 30 ft. | STR | DEX | CON | INT | WIS | CHA | |:--------:|:--------:|:--------:|:--------:|:--------:|:--------:| | 16 (+3) | 16 (+3) | 18 (+4) | 13 (+1) | 14 (+2) | 12 (+1) | **Skills** Perception +5, Stealth +9 **Senses** darkvision 120 ft., passive Perception 15 **Languages** Elvish, Undercommon **Challenge** 6 (2,300 XP) ***Fey Ancestry***. The drider has advantage on saving throws against being charmed, and magic can't put the drider to sleep. ***Innate Spellcasting***. The drider's innate spellcasting ability is Wisdom (spell save DC 13). The drider can innately cast the following spells, requiring no material Components At will: *dancing lights* 1/day each: *darkness*, *faerie fire* ***Spider Climb***. The drider can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. ***Sunlight Sensitivity***. While in sunlight, the drider has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight. ***Web Walker***. The drider ignores movement restrictions caused by webbing. ###### Actions ***Multiattack***. The drider makes three attacks, either with its longsword or its longbow. It can replace one of those attacks with a bite attack. ***Bite***. *Melee Weapon Attack:* +6 to hit, reach 5 ft., one creature. *Hit:* 2 (1d4) piercing damage plus 9 (2d8) poison damage. ***Longsword***. *Melee Weapon Attack:* +6 to hit, reach 5 ft., one target. *Hit:* 7 (1d8+3) slashing damage, or 8 (1d10+3) slashing damage if used with two hands. ***Longbow***. *Ranged Weapon Attack:* +6 to hit, range 150/600 ft., one target. *Hit:* 7 (1d8+3) piercing damage plus 4 (1d8) poison damage.